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JFM

Spawns

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Hello,

 

These aren't the most important questions ever asked but I've been curious for some time, so here goes:

 

1. What are "spawns"?

 

2. Why are they always disabled?

 

3. If they are always disabled--and every time I fly a placard pops up that tells me they are being disabled--why are they there in the first place?

 

4. Why do I need to be informed that spawns are being disabled?

 

Just wondering. Thank you for any clarification.

Edited by JFM

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Well, 'Spawn' means that if you shoot down enemy aircraft in Quick Combat...they will reappear (respawn) to attack you again ad-infinitum, until you come out of the Game.

 

It's normally unchecked, so say you are fighting 5 enemy aeroplanes, and shoot them all down...then no more will appear

 

As for Labels...well, I prefer to turn off Labels..makes it more realistic!

 

HTH :drinks:

Edited by UK_Widowmaker

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"Spawns" when mentioned in the OFF Manager refer to the disabling of CFS3 Spawn feature which we dislike. This is important in Campaigns where we have realistic flights on real missions across the skies.

 

Spawns in flight sims magically place enemy aircraft near you randomly (i.e they suddenly appear out of no-where and often random amounts). So they did not fly there and you would never have seen them and could not even avoid them as they were suddenly magically beamed in and placed in the sky ;) (yuk).

 

And this is how most sims do that. You get near point X and aircraft that were not there are suddenly placed near you - could even be where you were carefully checking was clear a moment before :(.

 

However in OFF campaign all aircraft are on *real* missions from an airfield to target or patrol points etc, bombing, patrol, whatever with specific goals and are trying to do that. They are also historically in the location they were in the war. So if you cross their path you see them if you don't you won't, as in real life you could completely miss each other. We are proud of that so mention it in the messages :)

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Thank you for the explanation. I always thought the mentioned spawns were created by OFF, which then disabled them.

 

Why don't you just get rid of the CFS3 spawning altogether rather than always disabling it? You know, rather than always unscrewing a light bulb before the lamp can turn on, just get rid of the lamp in the first place? Guess it doesn't matter in OFF if the end result is the same.

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in Quick Combat spawns are of great value. as they can help you practice your marksmanship. there's really no better way to practice the skill. where else can you fly a Fokker E.III and shoot down 15 aircraft in a single sortie? (my practice for intercept duties was to take 8 bombers and THEN have the same two-seater type flying as the escort machines. you get really good at flaming Hannovers and BE2c that way)

 

in the original CFS3 spawns were damned annoying because they would always 'generate' a flight of enemy aircraft above you. it didn't matter if you approached the target in real-time at high or low altitude. enemy formations would just show up above you and dive down and attack you.

 

the other really annoying thing about spawns in CFS3 is that if you approached the target outside of the line-of-flight dictated by the mission the enemy might never appear! here's an example: let's say that you're supposed to attack a ground target in France (a V-2 rocket site). you start off in England. you approach the target in real time-- but rather than approaching directly you decided to cut around to the north, go in behind it and attack it from the east. this would make sense. you can stay at high altitudes and dive in on the target make your gunnery pass and then keep your speed up and fly back to jolly old England. I've done this on sorties where the targets should have been heavily defended-- but they weren't. because somehow I didn't trigger the spawn by ignoring the flight path.

 

having said all that... I would like to point out that spawning infantry to march out of trench positions would actually be really cool.

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Thank you for the explanation. I always thought the mentioned spawns were created by OFF, which then disabled them.

 

Why don't you just get rid of the CFS3 spawning altogether rather than always disabling it? You know, rather than always unscrewing a light bulb before the lamp can turn on, just get rid of the lamp in the first place? Guess it doesn't matter in OFF if the end result is the same.

 

No they are created by CFS3, and we don't want them so we disable. However others may wish to make missions or whatever with them in or bypass OFF so it's not permanently off. Even if we decided to do that it's not always so easy and takes more time - time we'd rather spend elsewhere. Things may not always seem perfect but the vast majority of the time it's intentional and we have given it time and thought.

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Thank you guys for all your explanations! You've helped me be a little less clueless in this area.

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Hello anyone

 

I have collected all the CFS3 missions from the Old SOH(SimOutHouse) download section. Pilotsden wrote a lot of them for the 'Boys of Sixty' MP group. I have tryed to update the code to OFF:HitR standards to see if they will run at all in the Missions/Scenarios of OFF. The mission code shows alot of 'Spawn' commands included. These particular Missions just lockup my game when I test them, requiring me to recover with a cold reboot. My question is...will these Missions run at all if I enable spawns in Workshop?

 

OlPaint01

Edited by OlPaint01

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